SFV Lounge: Season 4 is almost upon us, hide your mains

CCs just need an overall fine tuning imo, some characters already have an additional recovery on whiff their ones, that’s a good way to add a layer to the mechanic. I would revert the VTC nerf tho, at least considering every character situation about that. Characters who have the chance to apply some resets during their VT have an adventure on those who need to capitalize on that lone shot. And yeah, some +oB CC have zero sense to me, especially if these characters don’t have clear weak points in other areas.

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To make Ryu less shitty. And to give people a reason to use him over Akuma.

He had quite a lot of buffs in 3.5 and is still shitty. To give him a fully invincible dp without needing meter would be a substantial buff.

Vhozite - Yes. Make Ryu good again!

My first match against G and it’s laggy as fuck. Thanks Capcom

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It baffles my mind how Akuma for some reason have a better fireball than Ryu, as if he needs it. They 100% should switch Akuma’s and Ryu’s cr.MKs and fireballs around.

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The same people that use characters that have invincible DP’s that start up in 1 frame, or have fireballs, or have cr.mks that confirm on hit, or have command grabs…

Do you not understand that your opponent KNOWS YOU ARE STICKING SHIT OUT TO STOP THE DASH, AND THEY ARE STICKING SHIT OUT TO STOP YOUR SHIT?

That’s not random. That’s you being predictable and getting read. I don’t actually stick out many buffered lights or even mediums for that matter. I just play honest and try to hit my opponents shit and read the dashes and read the jumps. It’s not easy by any means, but that’s FG for you. You want to just be able to stick shit out for free? That’s like a dasher wanting to just dash in for free or a jumper wanting to just jumpin for free. This is sf, there’s a counter for all of this shit… you play fireball characters so you really have a counter for everything because characters without fireballs don’t have easy mode ways to just beat out CC moves with properly spaced fireballs.

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Crush Counters stop being random, the moment you stop throwing random Buttons in the Neutral out.

And god forbidde players being able to do optimal stuff without hugging the Lab for 1k hours.
How about you keep your neutral clear and play solid so not everyone gets to do optimal shit on you to begin with.

Want to know what you think of others games neutral.
“Holy shit, he just send me to one corner from the other, with a 2A into a full Combo on max range. Man this is bullshit and so random!”

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I don’t like that idea.
Ryu is already irritating to fight due to his dash, it would be even worse if you could mash DP without meter.
They should properly fix the character - better fireball, better normals and worse dash.

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Yup, v trig 2 is hot gargabe

Lol no they aren’t.

You’re giving low level online randos way too much credit. You gotta watch some diamond/plat matches. There isnt a thought process lmao

Am I missing something? Wouldn’t the removal of crush counters and the priority system just make the game into who mashes their faster normal? Wouldn’t that just make everyone just light kick light punch their way to victory like a lot of other current fighters?

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Most of SFV Mechanics are direct answers to the stuff people complained about in SFIV.

Now that SFIV is a old game, these problems are great things and SFV is stupid for not having them.

CC and Priority system are there to prevent people from mindlessly using their Lights the whole match.
What says better “stop” than a loud smashing sound and someone send spinning across the stage?

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Lol you guys. They aren’t flailing. Its calculated multiple neutral inputs. Next you’ll be telling me people aren’t mashing jab. They saw 4frame window and precisely took their turn

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EXACTLY ^THIS. Without priority or CC’s it’d be a light fest. Debate closed/

I missed all the neutral lp lk footsie your way to victory sf games that didnt have crush counters or priority.

I mean maaaybe Sf4 Elena but she had a lot more dumb going for her than crouching lp

So SFIV.

I can’t think of another SF game were this was the case. Maybe CVS1 but that wasn’t a SF game.
Maybe Jin does, because he’s the only person in here who’s OG and actually competent for his playtime.

Um except jabs were good in sf4 for a completely different reason than what people are arguing about with CCs and the priority system.

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Jabs in SFIV were one f the dumbest Light system that was spawned in a FG.
Your fastest and safest button, that didn’t even had bad range most of the time, could be chained or linked into full Combos.

Constantly throwing them out in the Neutral as checks and to bait reactions, using them 24/7 on offence and defence.
And they didn’t even scale specificly, so always going for them wasn’t even a bad call.
Did I mentio that you could link out of them into Mediums and Heavys for a vast majority of the cast, what made jab fishing even better?

Yeah great design, try this in older SF games and get your face kicked in, most good buttons in old games were mediums and Heavys.

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They dont exist. Which is my point. Sfv doesn’t turn into sf4 or some magical jab dominant game without CCs or priority

Knowing how to do something isn’t the same as knowing when and where to do it. This is what I think separates the Competitive elite from everyone else in SF5. But this isn’t something you can acquire from training mode or something you can lock behind a mechanical skill ceiling. Only real experience can give you this. It’s the difference between being capable and fit and being wise and effective.

SF5 demands something higher from its best players than mechanical prowess.

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